﻿// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)

// Learn about Dear ImGui:
// - FAQ                  https://dearimgui.com/faq
// - Getting Started      https://dearimgui.com/getting-started
// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp

#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include "src/Font.h"
#include "src/calc_sum.h"
#include <cstdio>

#define GL_SILENCE_DEPRECATION
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#endif

#include <GLFW/glfw3.h> // Will drag system OpenGL headers
#include <vector>
#include <string>
#include <ctime>
#include <chrono>

// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif

// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif

static void glfw_error_callback(int error, const char *description) {
    fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}

// Main code
int main(int, char **) {
    glfwSetErrorCallback(glfw_error_callback);
    if (!glfwInit())
        return 1;

    // Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
    // GL ES 2.0 + GLSL 100
    const char* glsl_version = "#version 100";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
    glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
    // GL 3.2 + GLSL 150
    const char* glsl_version = "#version 150";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // Required on Mac
#else
    // GL 3.0 + GLSL 130
    const char *glsl_version = "#version 130";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
    //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
    //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // 3.0+ only
#endif

    // Create window with graphics context

    GLFWwindow *window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
    if (window == nullptr)
        return 1;
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1); // Enable vsync

    // Setup Dear ImGui context
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO &io = ImGui::GetIO();
    (void) io;
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;         // Enable Docking
    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;       // Enable Multi-Viewport / Platform Windows
//    io.ConfigViewportsNoAutoMerge = true;
//    io.ConfigViewportsNoTaskBarIcon = true;

    // Setup Dear ImGui style
//    ImGui::StyleColorsDark();
//    ImGui::StyleColorsLight();
    ImGui::StyleColorsClassic();

    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
    ImGuiStyle &style = ImGui::GetStyle();
    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
        style.WindowRounding = 0.0f;
        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
    }

    // Setup Platform/Renderer backends
    ImGui_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__
    ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
#endif
    ImGui_ImplOpenGL3_Init(glsl_version);

    // Load Fonts
    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
    // - Read 'docs/FONTS.md' for more instructions and details.
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
    //io.Fonts->AddFontDefault();
//    io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
    //IM_ASSERT(font != nullptr);

    ImFontConfig Font_cfg;
    Font_cfg.FontDataOwnedByAtlas = false;

    io.Fonts->AddFontFromFileTTF("c:\\windows\\Fonts\\msyhbd.ttc", 18.0f, NULL,
                                 io.Fonts->GetGlyphRangesChineseSimplifiedCommon());

//    ImFont *Font = io.Fonts->AddFontFromMemoryTTF((void *) Font_data, Font_size, 12.0f, &Font_cfg,
//                                                  io.Fonts->GetGlyphRangesChineseFull());
//    ImFont *Font_Big = io.Fonts->AddFontFromMemoryTTF((void *) Font_data, Font_size, 14.0f, &Font_cfg,
//                                                      io.Fonts->GetGlyphRangesChineseFull());

    // Our state
    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
#ifdef __EMSCRIPTEN__
    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
    io.IniFilename = nullptr;
    EMSCRIPTEN_MAINLOOP_BEGIN
#else
    while (!glfwWindowShouldClose(window))
#endif
    {
        // Poll and handle events (inputs, window resize, etc.)
        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
        glfwPollEvents();

        // Start the Dear ImGui frame
        ImGui_ImplOpenGL3_NewFrame();
        ImGui_ImplGlfw_NewFrame();
        ImGui::NewFrame();

        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
        if (show_demo_window)
            ImGui::ShowDemoWindow(&show_demo_window);


        // 计算窗口
        static bool calc = true;
        static int i4 = 0;
        static int i5 = 0;
        static bool logWindow = false;
        static std::vector<std::string> logs={"日志1","日志2","日志3","日志4","日志5","日志1","日志1","日志1"};

        // 菜单
        {
            if (ImGui::BeginMainMenuBar()) {
                if (ImGui::BeginMenu(u8"文件")) {
                    if (ImGui::MenuItem(u8"打开", "CTRL+Z")) {

                        logWindow = true;

                    }
                    if (ImGui::MenuItem(u8"复制", "CTRL+Y", false, false)) {}  // Disabled item
                    ImGui::Separator();
                    if (ImGui::MenuItem(u8"重新打开", "CTRL+X")) {}
                    if (ImGui::MenuItem(u8"增加日志", "CTRL+C")) {

                        auto now = std::chrono::system_clock::now();

                        // 转换为自Epoch以来的毫秒数
                        auto duration = now.time_since_epoch();
                        auto millis = std::chrono::duration_cast<std::chrono::milliseconds>(duration).count();
                        logs.push_back(u8"增加日志了:" + std::to_string(millis));
                    }
                    ImGui::EndMenu();
                };
                if (ImGui::BeginMenu(u8"编辑")) {
                    if (ImGui::MenuItem(u8"撤消输入", "CTRL+Z")) {}
                    if (ImGui::MenuItem(u8"复制", "CTRL+Y", false, false)) {}  // Disabled item
                    ImGui::Separator();
                    if (ImGui::MenuItem(u8"复制为纯文本", "CTRL+X")) {}
                    if (ImGui::MenuItem(u8"粘贴", "CTRL+C")) {}
                    if (ImGui::MenuItem(u8"删除", "CTRL+V")) {}
                    ImGui::EndMenu();
                };

                if (ImGui::BeginMenu(u8"视图")) {
                    if (ImGui::MenuItem(u8"工具窗口", "CTRL+Z")) {}
                    if (ImGui::MenuItem(u8"外观", "CTRL+Y", false, false)) {}  // Disabled item
                    ImGui::Separator();
                    if (ImGui::MenuItem(u8"快速定义", "CTRL+X")) {}
                    if (ImGui::MenuItem(u8"快速类型定义", "CTRL+C")) {}
                    if (ImGui::MenuItem(u8"删除", "CTRL+V")) {}
                    ImGui::EndMenu();
                };
                ImGui::EndMainMenuBar();
            }
        }



        if (ImGui::Begin("calc", &calc)) {

            ImGui::SetCursorPos(ImVec2(97, 128.5));
            ImGui::Text(u8"一个简单的计算器");

            ImGui::SetCursorPos(ImVec2(86, 208.99805));
            ImGui::PushItemWidth(200);

            ImGui::InputInt("num1", &i4);
            ImGui::PopItemWidth();

            ImGui::SetCursorPos(ImVec2(333, 210.99988));
            ImGui::PushItemWidth(200);

            ImGui::InputInt("num2", &i5);
            ImGui::PopItemWidth();

            ImGui::SetCursorPos(ImVec2(92.5, 260.5));
            ImGui::Button("=", ImVec2(71, 19)); //remove size argument (ImVec2) to auto-resize

            ImGui::SetCursorPos(ImVec2(246.5, 266.5));
            ImGui::Text(u8"计算结果%d", sum(i4, i5));
        }
        ImGui::End();


        if (logWindow){
            if (ImGui::Begin("logWindow", &logWindow)) {

                for (const auto &item: logs){
                    ImGui::Text(u8"%s", item.c_str());
                }


            }
            ImGui::End();
        }






        // Rendering
        ImGui::Render();
        int display_w, display_h;
        glfwGetFramebufferSize(window, &display_w, &display_h);
        glViewport(0, 0, display_w, display_h);
        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w,
                     clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

        // Update and Render additional Platform Windows
        // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
        //  For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
            GLFWwindow *backup_current_context = glfwGetCurrentContext();
            ImGui::UpdatePlatformWindows();
            ImGui::RenderPlatformWindowsDefault();
            glfwMakeContextCurrent(backup_current_context);
        }

        glfwSwapBuffers(window);
    }
#ifdef __EMSCRIPTEN__
    EMSCRIPTEN_MAINLOOP_END;
#endif

    // Cleanup
    ImGui_ImplOpenGL3_Shutdown();
    ImGui_ImplGlfw_Shutdown();
    ImGui::DestroyContext();

    glfwDestroyWindow(window);
    glfwTerminate();

    return 0;
}
